class zombieSpawner extends GamePawn;
var(DungeonDefense) float ManaPower;
simulated event PostBeginPlay()
{

	setTimer(3,true,,);

}
function Timer(){
	if(Role < ROLE_Authority) ServerSpawn();
	else Spawn(class 'zombiePawn',,, Location +vect(0,0,200), rot(0,0,0));
}
reliable server function ServerSpawn(){
		Spawn(class 'zombiePawn',,, Location +vect(0,0,200), rot(0,0,0));
}
DefaultProperties
{
	bStatic = false;
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		ModShadowFadeoutTime=0.25
		MinTimeBetweenFullUpdates=0.2
		AmbientGlow=(R=.01,G=.01,B=.01,A=1)
		AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
		LightShadowMode=LightShadow_ModulateBetter
		ShadowFilterQuality=SFQ_High
		bSynthesizeSHLight=TRUE
	End Object
	
	Begin Object class=StaticMeshComponent Name=GasTank
		Components.Add(MyLightEnvironment)
	StaticMesh=StaticMesh'PhysTest_Resources.RemadePhysBarrel'
//Scale3D=(X=2.0,Y=2.0,Z=2.0)
Rotation=(Pitch=-16384, Yaw=0, Roll=0)
    ScriptRigidBodyCollisionThreshold=0.001
		BlockRigidBody=true
		RBChannel=RBCC_GameplayPhysics
		RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
		LightEnvironment = MyLightEnvironment
End Object
	Components.Add(GasTank)
}
